Texture2D ShaderTexture;
SamplerState SampleState;

cbuffer PixelBuffer
{
	float4 pixelColor;
};

struct PixelInputType
{
	float4 position : SV_POSITION;
	float2 tex : TEXCOORD0;
};

float4 FontPixelShader(PixelInputType input) : SV_TARGET
{
	float4 color;

	color = ShaderTexture.Sample(SampleState, input.tex);

	if(color.r == 0.0f)
	{
		color.a = 0.0f;
	}
	else
	{
		color.a = 1.0f;
		color = color * pixelColor;
	}

	return color;
}